Fix critical memory leaks, race conditions, and improve code quality

- Fix memory leaks in match3_gameplay.gd with proper queue_free() usage
  - Add comprehensive error handling and fallback mechanisms to SettingsManager
  - Resolve scene loading race conditions in GameManager with state protection
  - Remove problematic static variables from tile.gd, replace with instance-based approach
  - Consolidate duplicate debug menu classes into shared DebugMenuBase
  - Add input validation across all user input paths for security and stability
This commit is contained in:
2025-09-25 00:47:08 +04:00
parent bbf512b675
commit 742e4251fb
11 changed files with 914 additions and 442 deletions

View File

@@ -46,7 +46,22 @@ func _update_controls_from_settings():
language_selector.selected = lang_index
func _on_volume_slider_changed(value, setting_key):
settings_manager.set_setting(setting_key, value)
# Input validation for volume settings
if not setting_key in ["master_volume", "music_volume", "sfx_volume"]:
DebugManager.log_error("Invalid volume setting key: " + str(setting_key), "Settings")
return
if not (value is float or value is int):
DebugManager.log_error("Invalid volume value type: " + str(typeof(value)), "Settings")
return
# Clamp value to valid range
var clamped_value = clamp(float(value), 0.0, 1.0)
if clamped_value != value:
DebugManager.log_warn("Volume value %f clamped to %f" % [value, clamped_value], "Settings")
if not settings_manager.set_setting(setting_key, clamped_value):
DebugManager.log_error("Failed to set volume setting: " + setting_key, "Settings")
func _exit_settings():
DebugManager.log_info("Exiting settings", "Settings")
@@ -81,11 +96,26 @@ func setup_language_selector():
language_selector.selected = lang_index
func _on_language_selector_item_selected(index: int):
if index < language_codes.size():
var selected_lang = language_codes[index]
settings_manager.set_setting("language", selected_lang)
DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
localization_manager.change_language(selected_lang)
# Input validation for language selection
if index < 0:
DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
return
if index >= language_codes.size():
DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
return
var selected_lang = language_codes[index]
if not selected_lang or selected_lang.is_empty():
DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
return
if not settings_manager.set_setting("language", selected_lang):
DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
return
DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
localization_manager.change_language(selected_lang)
func update_text():
$SettingsContainer/SettingsTitle.text = tr("settings_title")